• Title/Summary/Keyword: app user

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Types and Characteristics of Digital Anthropometric Methods (디지털 인체 계측 방법의 유형 및 특성)

  • Kim, Rira
    • Journal of Fashion Business
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    • v.25 no.5
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    • pp.88-98
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    • 2021
  • In this study, the characteristics of digital anthropometric methods were determined with case studies. These methods were broadly classified into two categories: non-wearable and wearable. Then, these categories were further classified into four types: 3D Scanning, mobile app, smart clothing, and smart tool Among the non-wearable types, the "3D scanning" technique was based on the use of 3D hardware equipment. With this technique, the body shape was measured and the internal body information was obtained. Therefore, it is used in fields of healthcare and fitness. Among the wearable types, "Smart clothing" involves a special clothing that measures human body and a smartphone application. Both the components are linked to a fashion platform, which is based on the measured sizes that help shoppers. The "Smart tool" has the characteristic of measuring only with smart tools and smartphone applications; it does not involve the measurement of images. The common advantage of digital anthropometric methods are as follows: they reduce the time and cost of measurement by enabling self-measurement. Moreover, simple measurements are used to determine the size of anthropometry. Thereafter, it accumulates this data to track the continuous changes in size. From an industrial point of view, digital anthropometric technology should be used to increase sales. The on-demand market can be expanded as global consumers would throng the Korean fashion market. For the consumer, an avatar should be created to fit the user's size. This would provide a fun experience to the user.

Governance of A Public Platform Project in the Context of Digital Transformation Focusing on the 'Special Delivery' (공공플랫폼 구축사업의 거버넌스: 경기도 배달플랫폼 '배달특급'의 사례를 중심으로)

  • Seo, Jeongone
    • Journal of Information Technology Services
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    • v.21 no.5
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    • pp.15-28
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    • 2022
  • Recently, government agencies are actively adopting the platform model as a means of public policy. However, existing studies on the public platform are minimal and have focused on user experiences or the possibility of public usage of the platform model. Now the research concerning building governance structure and utilizing network effects of the platform after adopting the platform model in the public sector is keenly required. This study intended to ignite academic dialogue on the governance of public platforms in the context of digital transformation. This study focused on a case of the 'Special delivery,' a public delivery app established by Gyeonggi-do. In order to analyze the characteristics of the public platform and its governance structure, data were collected from press releases, policy reports, and news articles. Data was analyzed using the frame of Hagui's platform design factors and Ansell & Gash's collaborative governance model. The results of the public platform analyses showed 1) incompleteness in the value trade-off accounting, which was designed for platform business based on general cost-benefit analysis, and 2) a closed governance structure that limits direct participation of diverse user groups(i.e., service provider, customer) in order to enhance providers' utility by preventing customers' excessive online activities. The results of this study provided theoretical and policy implications regarding designing the strategy for accounting for value trade-offs and functioning governance structure for public platforms.

Development of RFID-Based Adaptive Monitoring System for the Prevention of Solitary Death (고독사 방지를 위한 RFID 기반 적응형 모니터링 시스템 개발)

  • Lee, Juyoung;Choi, Hyeonseok;Lim, Seung-Chan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.554-556
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    • 2022
  • Due to the recent surge in single-person households, solitary death is drawing attention as an important social problem. We herein develop an adaptive monitoring system using RFID to protect the socially disadvantaged who are exposed to the risk of solitary death. The developed system consists of a wearable RFID tag, an RFID reader attached to the residence, and a user monitoring App. The developed system measures the retention time of a user with a wearable tag in a place where a reader is attached. When the retention time exceeds an adaptively determined threshold, an emergency notification is sent to the caregiver. We verify the effectiveness of the designed system by implementing a prototype modeling a residence based on Arduino.

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Bluetooth-based for user exercise data collection mobile app design (사용자 운동 데이터 수집을 위한 블루투스 기반 모바일 앱 설계)

  • Lee, Hyoun-Sup
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.321-322
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    • 2022
  • Recently, in the field of health care, health management topics are being dealt with a lot. In particular, services are concentrated in the field of exercise, and many exercise equipment fused with the 4th industry-based technology are also appearing. In general, a form of collecting user's exercise information by mounting various sensors on exercise equipment and linking services based on this is representative. In this paper, we propose an efficient data transmission based on the design in the process of transmitting the exercise data generated by the equipment to the smartphone through the Bluetooth-based IoT sensor and transmitting it back to the exercise information analysis platform.

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A Study on the Improvement for Bidet Product-Service Design for Seniors by PSS-based 4D Double Diamond Design Process Model (PSS 기반 4D 더블 다이아몬드 모델을 활용한 시니어를 위한 비데 제품-서비스디자인 개선방안 연구)

  • Seo, Hong-Seok
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.29-40
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    • 2022
  • This study uses the bidet 4D double diamond design process model to propose an improvement for "senior-oriented bidet product service design" that reflects the characteristics and needs of seniors. This study was based on the product service system concept. To this end, qualitative research on seniors was conducted to derive user value factors, and, based on this, product service ideas were discovered, and a prototype reflecting the usefulness review of a working-level expert group was proposed. First, a "smart application service for user-customized function setting guide" was proposed. A bidet incorporating Internet of Things technology and a smart phone are linked to provide an app service that automatically interprets user characteristic information and information on bidet products to guide customized functions. Second, a control panel and remote control user interface to "user-oriented product service interface" was proposed. In consideration of the usability and cognitive ability of seniors, a simple and intuitive physical user interface such as a configuration centered on main functions, button arrangement according to task sequence, and a touch screen remote control was presented. Third, we proposed a "bidet care service linked with products and health/hygiene care" that provides a wide range of services such as user health and hygiene, cleanliness, entertainment, etc., in addition to regular bidet product service. This study proposed a product-based service design methodology that can improve user experience and relationship quality by discovering and improving the pain points and needs of users (seniors) in the process of using bidet products (before, during, and after use).

Development of a English Vocabulary Context-Learning Agent based on Smartphone (스마트폰 기반 영어 어휘 상황학습 에이전트 개발)

  • Kim, JinIl
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.344-351
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    • 2016
  • Recently, mobile application for english vocabulary learning is being developed actively. However, most mobile English vocabulary learning applications did not effectively connected with the technical advantages of mobile learning. Also,the study of mobile english vocabulary learning app are still insufficient. Therefore, this paper development a english vocabulary context-learning Agent that can practice context learning more reasonably using a location-based service, a character recognition technology and augmented reality technology based on smart phones. In order to evaluate the performance of the proposed agent, we have measured the precision and usability. As results of experiments, the precision of learning vocabulary is 89% and 'Match between system and the real world', 'User control and freedom', 'Recognition rather than recall', 'Aesthetic and minimalist design' appeared to be respectively 3.91, 3.80, 3.85, 4.01 in evaluation of usability. It were obtained significant results.

Intelligent u-Learning and Research Environment for Computational Science on Mobile Device

  • Park, Sun-Rae;Jin, Duseok;Lee, Jongsuk Ruth;Cho, Kum Won;Lee, Kyu-Chul
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.2
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    • pp.709-722
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    • 2014
  • In the $21^{st}$ century, IT reform has led to the development of cyber-infrastructure owing to the outstanding enhancement of computer and network performance. The ripple effect has continued to increase. Accordingly, this study suggests a new computational research environment using mobile devices. In order to simplify the access of supercomputer, Science AppStore, task management and virtualization technologies are developed on mobile devices. User can be able to research by utilizing computational science SW such as compressible flow solver and nano device simulation tool that in installed on supercomputer in mobile environments. Also, this research environment makes it possible to monitor the simulation result and covers 14 university, 33 subjects, and 1,202 individuals.

User's static and dynamic posture determination method using smartphone acceleration sensor

  • Lee, Seok-Woo;Lee, Jong-Yong;Jung, Kye-Dong
    • International Journal of Advanced Culture Technology
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    • v.5 no.2
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    • pp.63-73
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    • 2017
  • In this paper, we propose algorithm for determining the static and dynamic posture using the acceleration sensor of smartphone. The measured acceleration values are then analyzed according to a preprocessing to the respective axis (X, Y, Z) and posture (standing, sitting, lying) presents static posture determination criterion. The proposed static posture determination condition is used for static posture determination and dynamic posture determination. The dynamic posture is determined by using regression linear equations. In addition, transition state can be grasped by SVM change in dynamic posture determination. Experimental results are presented using data and app. Experiments were performed using data collected from 10 adults.

Soft-Decision for Differential Amplify-and-Forward over Time-Varying Relaying Channel

  • Gao, Fengyue;Kong, Lei;Dong, Feihong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.3
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    • pp.1131-1143
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    • 2016
  • Differential detection schemes do not require any channel estimation, which can be employed under user mobility with low computational complexity. In this work, a soft-input soft-output (SISO) differential detection algorithm is proposed for amplify-and-forward (AF) over time-varying relaying channels based cooperative communications system. Furthermore, maximum-likelihood (ML) detector for M-ary differential Phase-shift keying (DPSK) is derived to calculate a posteriori probabilities (APP) of information bits. In addition, when the SISO is exploited in conjunction with channel decoding, iterative detection and decoding approach by exchanging extrinsic information with outer code is obtained. Finally, simulation results show that the proposed non-coherent approach improves detection performance significantly. In particular, the system can obtain greater performance gain under fast-fading channels.

Development of Infants Music Education Application Using Augmented Reality

  • Yeon, Seunguk;Seo, Sukyong
    • Journal of Korea Multimedia Society
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    • v.21 no.1
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    • pp.69-76
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    • 2018
  • Augmented Reality (AR) technology has rapidly been applied to various application areas including e-learning and e-education. Focusing on the design and development of android tablet application, this study targeted to develop infant music education using AR technology. We used a tablet instead of personal computer because it is more easily accessible and more convenient. Our system allows infant users to play with teaching aids like blocks or puzzles to mimic musical play like game. The user sets the puzzle piece on the playground in front of the tablet and presses the play button. Then, the system extracts a region of interest among the images acquired by internal camera and separates the foreground image from the background image. The block recognition software analyzes, recognizes and shows the result using AR technology. In order to have reasonably working recognition ratio, we did experiments with more than 5,000 frames of actual playing scenarios. We found that the recognition rate can be secured up to 95%, when the threshold values are selected well using various condition parameters.